I suggested a more complicated armor based saving throws before. There are 2 issues with this suggestion:
1. Later in the game (higher level), due to insane stat and item damage inflation you will be able to remove armor with a couple of hits anyhow, or remove huge chunks of it, there is no point fine tuning a system that is already broken and exploitable.
2. "Grand Strategists" here on this forum seem to not understand the difference between random luck, and well defined probabilities of success, so any recommendation on the armor system will be disregarded with comments like "RNG LOL". I do not understand how they do not complain about skill + weapon damages being defined as (x) - (x+ y). OMG!!!, RNG!!!, what are we gonna do!!!!
3. As I have been reaching the end game, I found out that there are way more serious issues with this game, armor does not bother me at all. I do not mean to sound condescending, the game is still a Class A RPG, but it bothers me to see RPG developers do these things:
a) Wasting great potential.
b) Repeating the same mistakes over different releases.
c) Focusing on gimmicks, rather than delivering a solid classic.
d) Releasing beta versions, even after the game spends a year on early access
e) Story/Settting issues.
Anyway I might write something in detail when I actually complete the game.
Last edited by Meldar; 21/10/17 08:09 PM.